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David Kalina and Randy
Smith both had extensive experience working in the triple-A console game space
before they formed their own company, Tiger Style, and decided to take the
plunge into the iPhone App Store.
Kalina and Smith originally
met at Ion Storm, collaborating on Thief:
Deadly Shadows -- the franchise with which Smith had also been involved at Looking Glass Studios -- before their divergent careers took them to Midway Austin
and EALA, respectively.
When both of those studios had layoffs, Smith -- who had reportedly been collaborating with Steven Spielberg on his unreleased Electronic Arts project -- and
Kalina found themselves without work. Though they both considered it, they
ultimately decided against diving back into the world of console games.
The good news for Tiger
Style: its first game, Spider: The Secret
of Bryce Manor, was a critical and a reasonable commercial success -- up at the top of
the sales charts, and winner of awards and high scores from the press.
Now, as the team moves
forward onto its next project, the two co-owners of the company reflect on the
state of the fast-moving App Store, what it means to be a studio developer in a
world of high-pressure, low-overhead game development, and what a
"classic" means on a platform that's reached 100,000 applications in
just over a year.
You both have backgrounds in high-profile games at major console developers -- I wonder how many people with your background would have jumped into the indie scene. What drove your decision?
Randy
Smith: In my case, it was definitely the indie allure. The fact that the
iPhone made it possible to be an indie developer and imagine yourself making a
living that you could sustain and possibly even grow a business -- that makes
indie a viable place to be if you're an experienced developer.
I think the jobs
were a little tight around then, but for folks like David and I who have kind
of specific expertise backgrounds and 12 years experience or more, it's
actually not that hard to line up your next job if that's your primary goal.
David
Kalina: Yeah, I spent a lot of time soul-searching, and I did a round of
interviewing at various places. I kind of wanted to stay in Austin. I was
looking at contract opportunities for the first time. This particular
opportunity was just by leaps and bounds more exciting than anything else, the
opportunity to really create our own thing and build something from the ground
up. And the iPhone is like a really tremendous space for that.
Is the feeling of owning your own IP the primary allure, or the sense of freedom you get when you're not part of a larger studio?
RS:
Well, those two appeals go very much hand-in-hand. For one thing,
you are allowed to go in a direction that appeals to you, that you believe in,
and follow your creative dreams. And when you're done with that, it's also
yours. It's like the idea that you put it together, now you own it. You know,
it's very rare that you can work on your own idea.
I mean, it's possible to
give the IP to a company... like LittleBigPlanet.
Like maybe somebody envisioned that, and now Sony owns the IP. I guess that
happens sometimes. That hasn't happened in my career. It feels like they go
together.
Did you work on established IP?
RS:
Well, I worked on the Thief
franchise. I came in, and I contributed a ton to that IP, but I came in late
enough that the core direction was already pretty well locked, so I'm just like
fleshing out a direction for an IP as opposed to... Spider was something we dreamed up soup to nuts. So it just feels
like it should naturally go together for me, but it's rare that you get that
opportunity.
Well, it's rare because directing the IP requires a certain power position, and also because large studio development is so collaborative by nature. It feels a bit different doing your own thing, doesn't it?
RS:
Yeah. I guess the thing I would say to that is that ideas evolve,
and it's wonderful to have a large pool of collaborators developing your idea
with you. There are tons of way to give them credit and reward, but
fundamentally still, like our IP, Spider
is something we own.
DK:
Well, you know, one thing that was very attractive to me about kind
of doing our own thing was being able to control the scope of the project. I
came from a project at Midway where I was there from day one, and I was
involved in helping shape the direction of what was a new IP.
But over three
and a half years, it just changes form so many times, you lose ownership even
if you're there for the lifetime of the project. So, it was really exciting to
be in a place where I can align myself with people who also wanted to something
much smaller, but still had ambition and still wanted to be interesting.
RS:
Yeah. I guess to get to the heart of your question, I actually
really like working on other people's IP or licenses, and just
trying to like flesh out a game design for that. I think that's really cool,
but it's really awesome to be able to make your own game of your own design.
That's something that appealed the most to me, but hand-in-hand with that, in
the end, you really feel like you deserve to own it afterwards. Kind of the
only way to get yourself in that position is to invest in yourself, to be your
whole owner.
And the iPhone is also
unique. That makes things a lot more possible. We talked a lot in our
presentation about how low overhead we were, and this is kind of the first time
that I know of in history that it's been possible to do things with that low
overhead in the gaming space except for maybe all the way back in like the '70s
and '80s when people had literally...
DK:
The shareware days or something.
RS: Like Richard Garriott who made Akalabeth and put it in Ziploc bags, then sold that to local
stores. It's been then since then that you could really do what we're doing.
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Interesting stuff.
Anyway it is great to hear from successful optimistic developers on the App Store. I have taken a lot away from this article.